
Thirty Flights of Loving
Fifteen minutes of deliberate, wordless noir that uses jump cuts the way Tarantino uses dialogue. Either this clicks with you completely, or it doesn't click at all.
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About Thirty Flights of Loving
I keep a short list of games that changed how I think about storytelling as a craft, and Thirty Flights of Loving has been on it since 2012. Brendon Chung, working as a one-person studio, built something that critics at the time compared to a short film more readily than a game, and that comparison is accurate in the best possible way. What you actually do here is minimal by any conventional standard. You move through first-person environments, pick up a handful of objects, and occasionally make an optional choice like taking a drink at the opening bar. There is no dialogue, no health bar, no combat, no objective marker floating over anything. What carries the entire experience is a series of smash cuts, borrowed wholesale from film editing, that skip over everything unimportant and drop you directly into the moments that matter. You meet two co-conspirators named Anita and Borges, piece together the shape of a heist from environmental fragments, and the whole non-linear structure gradually assembles itself in your head rather than on the screen. The game trusts you to do that work, and the trust feels earned rather than lazy. The aesthetic is deliberately blocky, running on a modified Quake II engine, and it commits to that choice with real confidence. Bold colors, clean geometry, and a setting that reads as a sun-drenched alternate Argentina give the world a storybook quality that softer, more realistic art would have ruined. The original soundtrack by Chris Remo is quiet and unhurried, which is exactly right for something this compressed. Chung intentionally stripped out voice acting and relied entirely on the environment to communicate character relationships, a decision that sounds like a risk but lands as the most expressive element in the whole package. The honest caveat is also the most important one: this takes about fifteen to twenty minutes to complete, and the Steam user response is genuinely split. Players who want mechanics, agency, and a clear payoff will likely feel shortchanged. The narrative deliberately withholds as much as it reveals, and if you are not the kind of person who finds that pleasurable, no amount of critical praise will change that. The included developer commentary and the bundled prequel Gravity Bone add some replay texture, but the core experience is brief by design and unapologetic about it. That discipline, the refusal to pad the runtime, is arguably the whole point. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP/Vista/7
- Memory
- 512 MB RAM
- Graphics
- OpenGL-compatible
- Processor
- 1GHz
- Hard Drive
- 150 MB HD space
Reviews & Ratings
Game Info
- Developer
- Blendo Games
- Publisher
- Blendo Games
- Release Date
- Aug 20, 2012